Recent Submissions

  • Realistic Reflections and Refractions on Graphics HardwareWith Hybrid Rendering and Layered Environment Maps 

    Hakura, Ziyad S.; Snyder, John M. (The Eurographics Association, 2001)
    We introduce hybrid rendering, a scheme that dynamically ray traces the local geometry of reflective and refractive objects, but approximates more distant geometry by hardwaresupported environment maps (EMs). To limit ...
  • Texture and Shape Synthesis on Surfaces 

    Ying, Lexing; Hertzmann, Aaron; Biermann, Henning; Zorin, Denis (The Eurographics Association, 2001)
    We present a novel method for texture synthesis on surfaces from examples. We consider a very general type of textures, including color, transparency and displacements. Our method synthesizes the texture directly on the ...
  • Interactive Distributed Ray Tracing of Highly Complex Models 

    Wald, Ingo; Slusallek, Philipp; Benthin, Carsten (The Eurographics Association, 2001)
    Many disciplines must handle the creation, visualization, and manipulation of huge and complex 3D environments. Examples include large structural and mechanical engineering projects dealing with entire cars, ships, buildings, ...
  • Real-Time High-Dynamic Range Texture Mapping 

    Cohen, Jonathan; Tchou, Chris; Hawkins, Tim; Debevec, Paul (The Eurographics Association, 2001)
    This paper presents a technique for representing and displaying high dynamic-range texture maps (HDRTMs) using current graphics hardware. Dynamic range in real-world environments often far exceeds the range representable ...
  • Measuring the Perception of Visual Realism in Images 

    Rademacher, Paul; Lengyel, Jed; Cutrell, Edward; Whitted, Turner (The Eurographics Association, 2001)
    One of the main goals in realistic rendering is to generate images that are indistinguishable from photographs but how do observers decide whether an image is photographic or computer-generated? If this perceptual process ...
  • Interleaved Sampling 

    Keller, Alexander; Heidrich, Wolfgang (The Eurographics Association, 2001)
    The known sampling methods can roughly be grouped into regular and irregular sampling. While regular sampling can be realized efficiently in graphics hardware, it is prone to inter-pixel aliasing. On the other hand these ...
  • A Perceptually-Based Texture Caching Algorithm for Hardware-Based Rendering 

    Dumont, Reynald; Pellacini, Fabio; Ferwerda, James A. (The Eurographics Association, 2001)
    The performance of hardware-based interactive rendering systems is often constrained by polygon fill rates and texture map capacity, rather than polygon count alone. We present a new software texture caching algorithm that ...
  • Path differentials and applications 

    Suykens, Frank; Willems, Yves D. (The Eurographics Association, 2001)
    Photo-realistic rendering algorithms such as Monte Carlo ray tracing sample individual paths to compute images. Noise and aliasing artefacts are usually reduced by supersampling. Knowledge about the neighborhood of the ...
  • Perceptually Driven Simplification for Interactive Rendering 

    Luebke, David; Hallen, Benjamin (The Eurographics Association, 2001)
    We present a framework for accelerating interactive rendering, grounded in psychophysical models of visual perception. This framework is applicable to multiresolution rendering techniques that use a hierarchy of local ...
  • Real-Time Occlusion Culling with a Lazy Occlusion Grid 

    Hey, Heinrich; Tobler, Robert F.; Purgathofer, Werner (The Eurographics Association, 2001)
    We present a new conservative image-space occlusion culling method to increase the rendering speed of very large general scenes on today's available hardware without time-expensive preprocessing. The method is based on a ...
  • Interactive Rendering of Trees with Shading and Shadows 

    Meyer, Alexandre; Neyret, Fabrice; Poulin, Pierre (The Eurographics Association, 2001)
    The goal of this paper is the interactive rendering of 3D trees covering a landscape, with shading and shadows consistent with the lighting conditions. We propose a new IBR representation, consisting of a hierarchy of ...
  • Hardware-accelerated from-region visibility using a dual ray space 

    Koltun, Vladlen; Chrysanthou, Yiorgos; Cohen-Or, Daniel (The Eurographics Association, 2001)
    In this paper a novel from-region visibility algorithm is described. Its unique properties allow conducting remote walkthroughs in very large virtual environments, without preprocessing and storing prohibitive amounts of ...
  • Combined Rendering of Polarization and Fluorescence Effects 

    Wilkie, Alexander; Tobler, Robert F.; Purgathofer, Werner (The Eurographics Association, 2001)
    We propose a practicable way to include both polarization and fluorescence effects in a rendering system at the same time. Previous research in this direction only demonstrated support for either one of these phenomena; ...
  • Interactive Sampling and Rendering for Complex and Procedural Geometry 

    Stamminger, Marc; Drettakis, George (The Eurographics Association, 2001)
    We present a new sampling method for procedural and complex geometries, which allows interactive point-based modeling and rendering of such scenes. For a variety of scenes, object-space point sets can be generated rapidly, ...
  • Opacity Shadow Maps 

    Kim, Tae-Yong; Neumann, Ulrich (The Eurographics Association, 2001)
    Opacity shadow maps approximate light transmittance inside a complex volume with a set of planar opacity maps. A volume made of standard primitives (points, lines, and polygons) is sliced and rendered with graphics hardware ...
  • Point-Based Impostors for Real-Time Visualization 

    Wimmer, Michael; Wonka, Peter; Sillion, Francois (The Eurographics Association, 2001)
    We present a new data structure for encoding the appearance of a geometric model as seen from a viewing region (view cell). This representation can be used in interactive or real-time visualization applications to replace ...
  • TheWavelet Stream: Interactive Multi Resolution Light Field Rendering 

    Peter, Ingmar; Straßer, Wolfgang (The Eurographics Association, 2001)
    One of the most general image based object representations is the Light Field. Unfortunately, a large amount of data is required to reconstruct high quality views from a Light Field. In this paper, we present the wavelet ...
  • Polyhedral Visual Hulls for Real-Time Rendering 

    Matusik, Wojciech; Buehler, Chris; McMillan, Leonard (The Eurographics Association, 2001)
    We present new algorithms for creating and rendering visual hulls in real-time. Unlike voxel or sampled approaches, we compute an exact polyhedral representation for the visual hull directly from the silhouettes. This ...
  • Image-Based Reconstruction of Spatially Varying Materials 

    Lensch, Hendrik P. A.; Kautz, Jan; Goesele, Michael; Heidrich, Wolfgang; Seidel, Hans-Peter (The Eurographics Association, 2001)
    The measurement of accurate material properties is an important step towards photorealistic rendering. Many real-world objects are composed of a number of materials that often show subtle changes even within a single ...
  • Differential Point Rendering 

    Kalaiah, Aravind; Varshney, Amitabh (The Eurographics Association, 2001)
    We present a novel point rendering primitive, called Differential Point (DP), that captures the local differential geometry in the vicinity of a sampled point. This is a more general point representation that, for the cost ...

View more